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Everything posted by Stevie_D
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What mod would you like to see integrated in KSP
Stevie_D replied to gilflo's topic in KSP1 Mods Discussions
Kerbal Alarm Clock all the way for me. -
Opinions and feedback on model
Stevie_D replied to bananashavings's topic in KSP1 Modelling and Texturing Discussion
Yeah, it does look great! Very stock-a-like. I've found with modelling for ksp that for the most part its best to have -100%- economy on the texture space you use, but feel slightly more free on the poly count than the game devs do. Larger texture sizes hit performance more than poly count (within reason) A good rule of thumb i've gone by is how -large- and how -complex- the part is ingame. The larger the part, feel more free to add those extra polys to stop it looking blocky. (But still reigning yourself in from going near 3k. I'd say the part would need a lot of super complexity to get near that.) So for complicated parts (example - RoverDude's Ore Processing Parts), i generally go for less than 1k for small parts, up to 1.5 to 2k at worst for the medium and largest. Fuel tanks on the other hand, if they go above 1k, that's bonkers to me. A good idea is to extract the models from the game and have a look at them as examples. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
Thanks Keren, it's appreciated! . And you don't even need to look at my profile, if you click my twitch tv link in my sig. Re-doing the whole thing from the ground up, so the models are better, with more detail, whilst also using up less texture space. Some time ago, i contacted Mark Rademaker, who made the IXS design (we both have made well known star trek ship classes, so he must've taken pity on a fellow enthusiast), and he gave me a set of orthographic schematics of the actual IXS model he made that appears in all the media. So this time im working from that and it should be identical in dimensions to the actual thing. I've not got enough to show yet to warrant it having a development thread though, so probably sometime soon i'll have more to disclose about my ideas. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Stevie_D replied to Sophia's topic in KSP1 Mod Development
Thanks for doing it Denko. When i originally planned to update this mod, the first thing on my to do list was to make the stock game version use RoverDude's warp drive mod. It makes perfect sense, and im glad you've managed to get it going in 1.1. DLing now to give it a whirl. I'm not trying to discourage you from continuing this, since you look like you're nearly there, but i just wanted to give you a heads up that im working on a totally new version of this mod, re-doing the entire thing from the ground up now unity 5 has unshackled my constraints. BUT, i wont be near completion of it for a good long while yet, so please please please keep up with this one. Infact if you have any questions about it, feel free to nudge me in PM. If you like as well, when you feel it's to a standard of your liking, i'll replace my old defunct .24 version with this one at the IXS curseforge page. (and obvs give credit.) Thanks for picking up the torch, Denko! -
I used to avoid CKAN for the same reason as others, i wanted to be the only one fiddling with my game files. But when my mod list hit 10+ and it began taking up my entire playtime to -check- the game rather than play it, i installed CKAN. I was worried it would be fiddly, or not very user friendly (as much fan-made stuff is) but CKAN is anything but. Tick the mods you want, install, have them checked for updates...... it's very very very easy and quick to use. And they download and install SO fast. CKAN went from peripheral to being up there as essential now for me, nearly rivalling alarmclock as must have. Kudos to the guy(s) that made it.
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A new visual package has been sorely needed. My only niggle is that it isn't realistic to simply turn off all the stars, since that isn't what happens in space. What happens is a very dramatic effect that when you are looking at a bright light source, the stars do go out. However, whenever you turn away from the light source, the stars instantly come back, and are very, very vivid. The same effect as in a flashlight interrogation you see in the movies - the moment the interrogator turns the light on, you cant see his face behind the light anymore. Turn it off again? his face re-appears. If you watch any footage of the Virgin Galactic test flights, you see this effect with dramatic results, and they aren't even fully in space. So going whole hog and turning off all the stars is perhaps a bit -too- far in the opposite direction. But that apart, the planets in your mod do look mighty fine!
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Stevie_D replied to Sophia's topic in KSP1 Mod Development
Thanks for the kind words, Nansuchao, UAL! Appreciate it. And i'm just off to make dinner, Sophia, but I'll give you a PM later. I dont have any of the old unity files, but i do have -all- the original 3ds Max files at the last moment before i exported them. So ill go into details in the PM for you -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Stevie_D replied to Sophia's topic in KSP1 Mod Development
Great stuff, Sophia, really great! Over the last 6-7 months ive had literally no time for modding, or even much KSP, which was half the reason i made the license open for anyone to use it in the first place. I'm really pleased you've managed to extend its life, and add a bit more to it to make it your own. One of the most annoying things for me was despite the fact i made it for interstellar, in the end i realized it could really go well in its own right as end game parts, if i'd only had more time to develop it. So you making it come true makes me chuffed. So good luck with the mod, i'm glad you lot are making full use of the open-license! -
Changing the Time/Date?
Stevie_D replied to Stevie_D's topic in KSP1 Gameplay Questions and Tutorials
Thanks Cantab. UT was just what i was looking for. Searching the forums for it, i also found a more detailed description of how KSP calculates the time value to set it to as well! http://forum.kerbalspaceprogram.com/threads/80863-Question-about-editing-UT-in-the-persisten-sfs I was worried the actual save might be far more broken as well, but this is worth a try before i start over. Thanks again! EDIT - Just tried it, it worked. All the planets have re-aligned, and -all- my probes are going to hit their assigned planetary capture dates! Get in! -
I've just encountered a really bizarre bug. My spacestation (due to a mod i've since removed) completely spazzed out when i added it's latest section, and wouldn't let me load it anymore. So i deleted the mod that caused the conflict,.. But for some bizarre reason, since i had to crash out of the game when i was last in the spacestation (it wouldnt let me quicksave or go to spacecenter), when i loaded the game back up, i was back at Year 1, Day 1 time-wise, and despite all my interplanetary probes are midway in their journeys, the planets are no longer in the same place, so they'll all miss their planetary captures. So what i would like to know is, where in the persistent save file (if at all) is the date/time of the saved game kept? Because i use kerbal alarm clock, i know what the correct date should be before the bug hit, so i just need to set the correct time in wherever it is. It's the only way im going to rescue those 5 probes, so any help is appreciated. If i cant do it, then bugger!
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Spacestations can make a hell of a difference, even in the base game. I have my mun spacestation as a fuelling depot. Why? Because launching your ships fully-fueled from the Mun, and using Mun to Kerbin as a gravity assist then saves you a TON of fuel on the outbound trip, and means you can extend your mission and it's range a helluva lot farther.
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I always have Jeb on the Mun spacestation, overlooking the planet he is obviously most in love with. Bill being the doddering idiot he is, got put in charge of the tiny Minmus station, because the guys back at home wanted to keep him as far away from buggering up their operations as possible. Bob, being the intelligent one, goes on missions and does stuff. It's not hard to get rid of the ones you dont like in fun an interesting ways...or even just easy ways to keep them from clogging up your kerbalnaut list.
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He said, when describing the act of buying a rocket fueled by microwave beamed power, to push along the aliens in the cockpit. XD No offence, just always makes me chuckle. The costs of parts in both Lite and standard Interstellar have to naturally be higher than the parts that came before them, because they are more advanced technology. It is part of the difficulty curve in the game's progression. Even in the stock parts, the final size 4 rockets cost as much if not more than some day 1 basic designs ive made. I imagine the more Squad release down the line to further their base-game research tree and give us more advanced parts, the same will hold true. Yes, Interstellar's parts are OVERLY priced, because no one was about to seriously fix them as Fractal would've wanted. But the fact remains, if you go to the Chinese Institute of Science and ask to buy their experimental fusion reactor, it will cost WAY more than most NASA or Russian rockets.... and here's a direct quote... Even at it's ORIGINAL cost of $5 billion dollars, that is STILL over 1/3rd of NASAs ENTIRE annual budget. It would take NASA 2.8 years of sitting around doing nothing, just to save up for the current, most workable plasma fusion reactor. So when you talk of realism, it smacks of a lack of basis in the real world. I'm not saying the prices shouldn't be reduced, they should. What i am saying is scaling for gameplay is what is required when it comes to costings of parts, plain and simple. Because if you based it on realism, then the parts in KSP-I are already scaled to the real world, that's the problem.
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
EDIT - Oops, i missed a few replies. Sorry folks! There we go! That was my thinking after testing out a few more scenarios. And although i dont have Near Future as one of my mods, i have used it in the past and completely agree Nori. I redownloaded it after you mentioned it and will use it as a baseline comparison in 1.1. Cant guarnatee it'll be perfect, but that was the sort of thing i was going after. I tried that unfortunately Colmo. The result was a pain to handle, because the attachment system hated any and every collision system i tried with it. The result was tanks not wanting to sit in the truss system or being a real pain the butt to get anything to look even semi-coherant to the actual ship it was meaning to represent. Detatching the truss system altogether also would encourage people to use it for unintended purposes. So with all those things together, the truss system i currently have seems to make the best of the situation. They do have clampotron node points, but for standard and not for large rings. The theory behind it was if you wanted to use the smallest ports, you clamp onto the port or starboard struts, if you wanted standard clampotron stuff you had the dorsal and ventral of the reactor, and if you wanted to shift large 2.5m docking port stuff you can use the truss system. I have pondered changing the ventral and dorsal docking ports on the main hull to accomodate large clampotrons however. Again, more of me wanting to "dial it up", rather than "dial things back". But im wary of people using it as the core of a station, or seperating it from its truss system; since it would involve making the actual ship harder to assemble for people, and i also am wary of unbalancing KSPI. Thanks! And yeah that would make sense. However with my current to do list being as big as it is, ill add that to the backburner, and see about it when .25 hits. Im wary of jumping the gun with stuff thats incoming in the stock game and we dont yet know much about. It sounds like you're using it with the old, unfixed version of KSP-Interstellar (version 11.0). Things falling through parts was something Kerbal Space Program 24.2 broke with Fractal_UK's version. WavefunctionP created a 11.0 Interstellar hotfix that you can google or search for. If the problem is in KSP-I Lite, or Stock KSP, then it sounds like you've installed the mod incorrectly. Again, it sounds like you didn't install the mod into the proper folder. Make sure to copy the IXS' GameData folder into the KSP directory that ~contains~ the Gamedata folder, and not copy or move it *inside* the KSP GameData folder. As i said in my previous post, balancing is still ongoing with the Stock KSP version. I still want power to be an issue/challenge in it however, because of the sheer nature of QV drives is based around it. If i dont have an EC cap (that can still be altered by the player lets not forget), then they could whack on any number of spaced apart rings and burn beyond the solar system even heh. EC is currently a cap that says "either weigh yourself down with more charge, or lets take a breather for a moment whilst i recharge." And even then, with the main hull EC comes back very quickly. So im still mulling these things over as i try different scenarios. I cant think of everything for the first release! Im more than happy to add CLS support, and super thanks to Colmo for whipping up a config! - I pondered myself making the Stock version have switchable fuel modes, especially for karbonite. It's already on the "to do" list for 1.1 As Colmo says, a lot of that stuff already comes with it's own tanks. Its part of the reason i made the truss system work as it does. You can already slot in any 2.5m tank that those mods come with. Heck, ive tried using the truss system with docking ports and already sent cargo packages to my duna station. So that wont be a priority for 1.1. But i was a fan of that tank (i think karbonite mod) that Rover supplied that could change its contents to whatever you wanted. If i can replicate that, i may rebrand the current IXS LFO tank to suit that purpose. Creating multiple tanks for different things individually would be a huge timesink, not to mention bloatware. I'm not a fan of the silent ion drive either. The engine currently just replicates that, which is why there's no sound. Again, that's already written down for 1.1 Newp! There are other mods that do it way better than a mere modeller like me can hope to accomplish. I have to balance authenticity/kerbalization and gameplay at the end of the day, and keeping the part count down is important until KSP eventually moves over to Unity 5 to alleviate the problem. So i dont want to have people downloading IXS nav lights as bloatware because they might already have a nav lights mod installed (and i cant expect the average joe gamer to know how to go into their game folders to delete whichever parts they dont want) As i said before Cpt, 1.0 was me being conservative. It's easier to dial things up, and have people go "Ah, good." than nerf things and people go "OMFG U STRANDED ME AT EELOO!" At the end of the day, the balance has to be right to still make it a game, and challenging for spaceflight. So pushing it up incrementally and finding the sweet spot is my goal in this regard Thanks, will do, Wave! And sorry for not getting the info to you before about that installation oddity. I was literally late for a night out when i posted that last bit. I have had a couple people PM me asking if there might be a non-KSPI stock version that would actually be a warp capable ship. Im in serious danger of having too many DLs for this mod and confusing people, but it would cover all the bases then. KSPI users, stock non-warp users, and the stock warp wishers. So i wont promise anything, and cant promise it will become a reality, but i will promise ill look into the GN mod further and see if it might work. -
I had this problem myself, i installed my mods again, but installed KSP-I Lite -last- of all, and removed/deleted any folders that it was replacing (so i didnt merge any folders, it was just me placing KSPI Lite's folders in as if brand new) And that fixed the no show UI options for me. This is apparently due to the Firespitter.dll plugin not being the latest version. Search the forums here for the latest version of Firespitter, slot it in, and things should stay the same size. Again, i had this bug, but with extraplanetary launchpads. I put the new firespitter in? Bingo, no more enlargement. Hope that helps at least one of the problems!
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
I've no idea which version or what mods you have installed. So it's hard to say. Having read the Karbonite and KSP-I Lite boards, it seems that a lot of the troubles come from installing KSP-I lite first. Apparently Karbonite and KSP-Lite work best when Karbonite is installed first, then removing all the folders that they both share (Toolbar, OpenResources, CommunityResourcePack, and Treeloader), THEN installing KSP-I Lite/Interstellar. No idea why this would be, but it's the only fix for potential problems there is right now. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
Np Kertz! Glad you like it. And yeah, the Stock KSP version is obviously less tested than the Interstellar version, Cpt. So any feedback is welcome and ill take on board. As you can imagine, i was wary of making it too powerful and people screaming "OP!" So i erred on the side of caution. Dialling it up slightly is always better than dialling it back and annoying folks So ill most likely update the Stock KSP to 1.1 first with the tweaks based on all your feedback. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
~CptRichardsonThat's why it's a parts pack and not one whole ship. Behemoth away! ~JoachimI've honestly not seen a screenie of something with fairings that big before, Joachim. That is amazing! ~SporkDarn! It looks super snazzy with those b9 parts. They fit rather well with it. ~Mike9606You might want to re-install them all one after another. I built this mod whilst having Karbonite and Interstellar (both the old version originally, and then WaveP's Lite) installed together, so they seem to work together in my game. I remember reading Roverdude saying him and Wave even messaged each other i think to help with compatibility. I also read that creating multiple versions of the OpenResourceSystem folder or its files might cause problems, so to make sure to just copy one of them over from one or the other. -
Considering NASA believed they were building a white elephant *on purpose* to prove it wouldn't work, then pooped themselves when they turned on both versions to find they did (both the one they made to work, AND the one they made to fail on purpose), calling them fantasy or fictional is like calling a nuclear engine fantasy or fiction. The science behind them has been *proven* to work. The ONLY question that remains on them is can the technique be adapted to be made *practical* for actual usage? Or is it a novelty thing like a potatoe battery? We all know a nuclear engine could be made and used, it's just a case of the political willpower never made it take off. Whilst im not claiming the same for the Q-drive. The fact is, it's theory -has- been proven. The more skeptical people here would have probably also said landing a 1 ton rover on mars using 4 landing rockets to make it hover above the surface before dropping it was a ludicrous idea that NASA would never do...until they did it. Im not saying everything is possible. What i am saying is, this ~isnt~ science fiction when it's theory has actually been proven in written scientific journals by two ~seperate~ reputable groups of scientists. The only question that hangs over it in a major way, as i say, is if it could ever be adaptable to serve a decent purpose.
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
Stock KSP version is up, and the list of changes on the OP. It was hard to cross the stuff over to base game KSP without it being overpowered. So i hope ive struck a semi-decent balance. Kudos to Orbitus on the dev forums for giving me the main idea behind how to structure it. His ideas of focusing it on the QV engine and using stock xenon gas seemed the best of a tough situation. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
That's a bug with Kerbal Interstellar 11.0 and patch 2.42. WaveFunctionP's hotfix patch (i havent the link to hand, im sure it comes up easy with a forum search) fixes it. And i look forward to watching, Overload! -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
Hmm, ill have to look into why it had problems with the Quantum Vacuum engine not working. That configuration should've worked. Maybe the Warp Electrical Generators werent turned on or it was Interstellar 11.0 -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
Apologies again to the Stock-KSP crowd. That pesky thing we call RL got in the way yesterday and today, but i'm literally fine tuning the Stock version as i type this (reloading the game once more with new settings). Without doubt ill have it up over the weekend sometime! And again \o/ Thanks for all the positive feedback folks. Really brings a smile to my face knowing i've done a semi-decent job at least! -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Stevie_D replied to Stevie_D's topic in KSP1 Mod Releases
Wow, i woke up this morning to 4 pages of amazingly positive feedback and a shed ton of downloads. Thanks guys, i didnt expect this much of a positive response! Im truely humbled I've updated the front page with all the links from KerbalStuff now, so those not liking Curseforge can DL away (and of course its always best to have multiple sites for safety!) Ahh well i didnt actually want to take away from any of the lovely models already included with the Karbonite mod. The sciencepods (inc the Karbonite Detector) are all the same mass as the Karbonite mod's 2.5m Karbonite Collector for mass balance. The Karbonite Detector in the Karbonite mod however is small, and can be placed anywhere. So the thinking behind my detector was to make a large pod version that you could fit on your IXS but came with something unique (a hidden easteregg i didnt mention on the main page - ie : It gives out Karbonite SCIENCE! ) I pondered it, but at the end of the day, i wanted to balance giving people the IXS ship, and still keeping it's kerbally sandbox customization. Those pods are support vehicles, and if i did them i would be basically handing folks an entire ship that they cant alter or change to their own designs without it being a major mod to create in itself. And i dont think i have it in me to create another ship with multiple parts, and go through working out how to make it all viable with thrust and isp balancing etc. So support craft is where you kerbalnauts come in, to put your own contraptions. Just as you dont have to follow the exact IXS look and can split it up into different parts or configurations. However, the license for all my mods are creative commons. So if anyone wants to add those two pods, and change my mod, they are more than free to do so. Hah! Take a good long rest for a while i think! I imagine i got it done quickly because when i start something like this, i go whole hog - ie, i didnt spend any of my spare time actually -playing- KSP, i just did this.. until the testing phase, of course. But yeah, im gonna sit back and actually play with my creation for a month i imagine and let the batteries recharge. And yup! I called it the KerbalSpaceShip Manley, after the guy whose videos taught me how to play this game! Avid fan of his videos and Bob Fitch's. Non-KSPI version of the Entire Kit n Kaboodle should be (fingers crossed and pending no bugs arise) online sometime tomorrow! Again, thanks for the overwhelming response. Im chuffed so many of you are enjoying it.